PIIM IS A RESEARCH AND DEVELOPMENT
FACILITY AT THE NEW SCHOOL
© 2009 PARSONS JOURNAL FOR
INFORMATION MAPPING AND PARSONS
INSTITUTE FOR INFORMATION MAPPING
68 Fifth Avenue
New York, NY 10011
THE PARSONS INSTITUTE
FOR INFORMATION MAPPING
212 229 6825
piim.newschool.edu
KEYWORDS Ambient displays, awareness displays, calm
technology, emotional design, multi-modal displays,
presence indication, ubiquitous computing, user experience
ABSTRACT In this paper we present our research into the
next generation of calm technologies utilizing information
visualization where data is not rendered as graphs, charts,
or diagrams on the screen, but as a sensual experience
in physical space. It introduces a number of examples to
establish the context and relevance for communication
design and proceeds with presenting our current research
framework in which the social activity of visiting a website
is visualized in real-time, in the form of a natural and
sensual display. Te paper argues that a mediator between
us and an overly intrusive Social Media such as Twitter,
Friendfeed, and the approaching “realtime web” is needed.
Tis mediator should have minimal and reduced cues of
expression while not sacrifcing the warm and personal
voice of a web-blog.
“Attractive things work better.”
1
— Donald Norman
INTRODUCTION In 1991, Marc Weiser wrote, “Te most
profound technologies are those that disappear. Tey
weave themselves into the fabric of everyday life until they
are indistinguishable from it.”
2
With this idea, the concept
of ubiquitous computing emerged — a world of “intelligent”
objects exchanging data with one another and in which
this network of objects superseded a centralized computer.
Another idea that Weiser introduced was that of
information being displayed at the periphery of percep-
tion, and thus distinguishing between a foreground and
a background for digital information. He used Natalie
Jeremijenko’s Dangling String
3
as an example of what he
described as “calm technology.” Te artist attached an
8-foot-long plastic string to a small electric motor fxed to
the ceiling, which was in turn connected to the Ethernet.
By visibly and audibly spinning around at diferent speeds
in the hallway the string indicated the volume of ethernet
trafc. From this example, Weiser concluded that digital
information did not necessarily have to be confned to a
computer screen but could include everyday objects, and
Calm Technologies 2.0:
Visualising Social Data as an
Experience in Physical Space
MICHAEL HOHL, PHD
he described this application as “fun and useful.” Tese
“calm technologies,” he wrote, were possibly the “key chal-
lenge in technology design for the next decade.” He argues
for a growing need for calm technologies as a result of in-
formation technology ofen being the enemy of calm: with
mobile phones, email, pagers, and the web inundating us
with information. He observed that the diference lay in
the way in which each engages our attention. In particular,
his association of information technologies becoming “fun
and useful” was a prediction for future developments.
Weiser’s concepts of ubiquitous computing and
peripheral perception were later explored by Hiroshi
Ishii and the Tangible Media Group at the MIT Media
Lab. Here the terms tangible bits, tangible computing and
ambient media were coined. Ambient media
4
were seam-
less interfaces integrating people and digital information
through interactive objects. In the process, this led to
research into ambient displays that could convey more
complex information then something like the dangling
string. Tese ambient displays reside in the background,
similar to a clock on the wall at the periphery of human
perception, not interrupting the attention of humans, but
available when needed.
Since then, the design of information technologies
has moved on. Media theorist Lev Manovich observes,
in retrospect, that instead of the computer becoming
invisible, as Weiser had predicted, the opposite has taken
place. Today, according to Manovich, we are surrounded
by interactive devices such as laptops, mp3 players, mobile
phones, and handhelds yet our interaction with them has
changed. It is “treated as an event... a carefully orchestrat-
ed experience,” resulting in a “theatrization” of informa-
tion technology design.
5
Usability expert Donald Norman, advocating “sim-
plicity” in the past, also modifed his attitude towards the
afordances of information design by dedicating an entire
book to Emotional Design in which he reasons why
“attractive things work better.”
6
It appears that within the last decade the principles
underlying the interaction design of information technol-
ogy have become much less about calmness and invisibil-
ity, than about visibly celebrating the interaction with the
device itself. While being marketed via the rational argu-
ment of usefulness, most consumers will associate their
mobiles with being social, aesthetic, and fun, especially
since mobile devices have become closely interwoven with
social media, the Internet, and Web 2.0 services.